<splashdamage a="total_adjusted_damage" b="0.5" op="mult" radius="150" effecttype="Physical Splash" targetscheme="enemy_units" centerontarget="true" />
You can try looking into Maliken ult for a working example.
I want to make a passive as close to this as possible (sorry for some of the grammar, wasn't really worrying about it):
First off, how much would HoN's chance system even allow this? Hopefully it would allow some kind of version of this, right? Would I need to give special % chances for it to work perfectly?Sets hero's attack damage to 0, cannot be increased
(The cannot be increased thing doesn't have to work fully)
2/3/4/5% chance for attack to deal 5/10/15/20% of target's health in magic damage
4/6/8/10% chance for attack do deal 2/4/6/8% of target's health in magic damage
10/15/20% chance for attack to deal 150/180/210/240 physical damage
20/30/40/50% chance for attack to deal 100/125/150/175 physical damage
-If none of the above proc, the hero deals 0 damage to the target and slows his attack speed by 10/30/50/75 for 1 second. (non-stacking)
4/6/8/10% to stun for 0.4/0.6/0.9/1.2 seconds (bashing) 2 sec cd
4/6/8/10% to cast chain lightning
2/3/4/5% chance to morph target into lizard for 1/1.5/2/2.5 seconds
2/4/6/8% to launch target into air for 0.6 seconds
3/4/5/6% chance to force target to swap location with another random enemy hero in 1000 radius
1/2/3/4% chance to teleport target to random ally hero in 2000 range
2/5/8/11% chance for tree to sprout up next to target
5/8/11/14% chance to slow target by 35% for 2 seconds
1/2/3/4% chance to increase hero's attack speed by 50/100/150/200 for 2/4/6/8 seconds
0/0/0/0.05% chance to apply Puppeteer's Hold to target until end of game and grant invulnerability to target; target is also silenced and disarmed
0/0/0/0.05% chance to spawn seventeen allied Kongors next to target for ten seconds
0/0/0/0.05% chance to give target Unitwalking, Buildingwalking, Treewalking, and Cliffwalking to target and push back at 800 speed for 30 seconds. When effect ends, a debuff is applied that stuns target and pulls target back to caster at 100 speed for 90 seconds if victim tries to move. Upon debuff application, victim is set to 1 HP but gains magical and physical immunity for duration of next effect.
0/0/0/0.05% chance to launch target out of sight (upwards) for ten minutes
0/0/0/0.05% chance to kill target permanently and spawn an enemy creep wave under that player's control (level 1)
0/0/0/0.02% chance to apply an infinitely reapplying Crazy Puppet debuff with 10,000 range and give the target Invulnerability and +50,000 damage. Unlike normal debuff, can only target allied heroes.
Second, how many of the more eccentric effects would be possible with HoN's limits?
Edit: Since the low chances at the end are kind of useless and I don't expect anyone to go out of there way to explain them, there are a few I need help with if the first question is fine. Mainly, adjacent tree spawning, and the two teleport effects.
Last edited by Smoargle; 10-05-2010 at 11:04 PM.
You can try looking at Blacksmith ultimate to see how to do it.
Most of the effect you wrote are doable. There is the tree spawning that probably wouldn't work, but you could spawn blockers around your target like Pharaoh's spell. Also some of the last one with low percentage might not work and are complexe.
For your first question, yeah, I want each effect to be able to proc separately. I know how to make the tree spawning work now. But how would I handle the random target in range part for the two teleport effects?
Edit: Nevermind, completely forgot about Torturer's W. I should be able to handle most of this. Thanks for the help.
Last edited by Smoargle; 10-06-2010 at 04:40 PM.
Entirely new question... how would you make a cooldown passive that triggers on movement, and lets you move to where you clicked at a higher speed while ignoring obstacles?
(sorry for double post)
Stickied for my pleasure
Last edited by ElementUser; 10-16-2010 at 04:59 PM.
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Look for my highlighted text (important information) and grey text (interesting but not required information).
Goddamn, working at this for almost 2 hours now and I can't even get any abilities to show up in-game. If someone could just show me how to make my hero's first ability that would be nice. Make up any values I didn't include. Also, I would like to know how to use Malpha's model for my hero. Thanks
So for your fist ability, it says to make damage to units in from of him but you wrote down that it damage units in a radius, so how does it work exactly?
You could look at panda first ability or Balphagore's Regurgitate for this if its a cone in front of you. Also, you want it to push enemy around you and stun them. The first one that came to my mind is Engineer's stun. It would work fine, but need some rework since it uses a projectile and not yours.
I didn't have the time to write down some code example since I have to leave for my exam. If you still need it, I'll write some code for you tonight to give a general idea on how to do it.
For the model part its pretty simple, you only need to change the "model" attribute of the hero.entity file of your hero to the Malphas model like this:
You might also want to open the pet.entity file of the Malphas to copy all the other details (passive effects, selection radius, etc.)
Nope, I put that exact code to the model, won't work. I'd appreciate if you could just code his model and first skill then I'll see if i can take it from there.
This is my updated/final version.
Thanks for you help.
looks very explain i try too read that all and i try with my hero thanks Idejder
Your link to the hero didn't work but I guessed you were talking about this one. Also, there were lots of missing information for the spell, so I tried to guess some of it.
Here is the link to the hero: http://www.mediafire.com/?cnp5x8bc5190vsz
Put it into your game folder and you should see a new Hellbourne hero with the Malphas icon. Be sure to remove it from your folder if you want to play an official game.
Man thanks so much for your time! People like you really make the internet and the world a good place.
Any idea how I could determine the angle at which projectiles will travel in?
The idea is to make a spell that creates 3 projectiles that travel in different directions. Like the card toss or ice arrow thing from LoL. Middle projectile travels straight forward and the other two travel either -30 degrees or +30 degrees in relation to the middle one.
I tried using angle but that didn't seem to do much so I'm just curious if anyone has done anything similar and has come up with a work around. The iciles Tundra throws are the closest thing I can think of but I checked them out and I don't think it is usable since they arc unless the arcing can be stop after the initial angle has been determined.
<spawnunit name="Gadget_ProjectileAimer" target="target_position" offsetspace="source_entity" offset="1000 0" pushentity="true"/>
<spawnprojectile name="Projectile_MyProjectile" source="source_entity" target="stack_entity" pushentity="true" />
This will create a gadget at your target position and offset it of 1000 to the "side" of your source entity. The gadget is pushed in the stack, so that I can set the target of my projectile to the gadget making it go to the gadget rather than where I clicked.
My spell here has a 'forcerange=""' in it, so I always know that it will travel the same distance. knowing that I can do some math to calculate an offset to the gadget to create the right angle.
Of course depending of your spell mechanic you will have to change some values in the code, but the basic idea will probably work.
There might be a better way to do this, but this is the first solution I was able to get working when I had to do this.
If you still need help with this, try explaining how your spell works so that I can give you a more specific script.
Yeah that worked, thanks.
Basically it now creates 3 gadgets that are apart from each other and then the gadgets summon a projectile from the hero that is targeted at themselves.
Ok here is another one.
I want to have a variable to represent a percentage with chance based skills.
<setvar0 a="charges" b="0.2" op="mult" />
To my understanding there is nothing wrong as far as syntax is concerned so whats the deal? I tried having it inside <onattackedstart> tags, no dice, and then on the setvar0 part in <onframe> as I suspected that perhaps it isn't updating, but no.
The charges work, they go from 0 to 5 but everything inside the <chance> tags isn't working although the <else> part after that always happens. So what gives? It is obviously not triggering the chance part but I can't see a problem why not. The % is in the correct format which is 1.0 = 100% and 0.5 = 50% etc.
The point is to make Legionnaires spin work through charge based luck instead of just plain luck.
You could also set the value of the "accumulator " to 1 if you proc in one of your chance and then check if you accumulator is set to 1 to do your code.PHP Code:
<condition test="charges eq 1">
<condition test="charges eq 2">
Of course, it will only work if you are not using your accumulator in your spell. Anyway, if you find a better way to do it, do tell me cause I'm interested.PHP Code:
<setaccumulator value="0" />
<condition test="charges eq 1">
<setaccumulator value="1" />
<condition test="charges eq 2">
<setaccumulator value="1" />
<condition "accumulator eq 1">
I don't really understand the point that treshold can't have a variable value. Like, why not? It would make this so much more easy especially if I'd scale the charges to go up to 100 so that each charge represents a 1 percent chance, I'd have to copy paste pages worth of condition blocks, not to mention I do use else tags too so no thanks.
Oh, my turn! I've posted elsewhere about this, but I'll post it here too.
I would like to have three passive abilities for devourer that affect the speed, touch radius, and damage of the hook. The hook spell itself, when leveled up, increases the range. This works already.
What I'm having trouble with is having the passive, through the means of a modifier, change values in the projectile.entity of the first spell (hook). Each of the three passives has 10 levels which increment the values. Here is one example:
<modifier key="Devourer_Ability2_1" modpriority="100"
The speed in the projectile.entity is 1600, this modifier would change it to 1800. I don't know how to get the modifier to be able to change the projectile.entity like you can change the ability.entity.
Defiler, Pebbles, Blacksmith, Engineer, and Wildsoul all have passives that affect other abilities... but none of them change anything in the projectile.entity.